Lost alerts [PA API Question@Uber?]

Discussion in 'Mod Discussions' started by cola_colin, January 22, 2014.

  1. cola_colin

    cola_colin Moderator Alumni

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    I am testing around with capturing build/destroy events and found the following while running a game with a few thousand of engineers:

    scenario A: I select 3800 engineers and press delete. This results in 3800 destroy events being generated and processed. Doesn't seem to make a big difference fps wise, well it has 3fps anyway ;)

    scenario B: I build a nuke and nuke a place with maybe 1k units in it. In this case I captured practically no destroy events.

    Another test:

    A) select + delete 3 walls => I get alerts about walls being destroyed
    B) nuke maybe 100 walls => no alerts at all

    Do nukes prevent destroy events from being generated because they often cause "too many"?
    If so is there a way around that? I need all events to calculate a reliable army composition for any given time of a game. Currently nuke hits screw over all data I capture. So far I though PA is unable to handle that many events, but my flawless 3,8k delete test proves otherwise I think.

    Does anybody know about this? Uber?
    Last edited: January 22, 2014
  2. Raevn

    Raevn Moderator Alumni

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    Clearly the nuke is so powerful it even destroys game data.
    stormingkiwi and LavaSnake like this.
  3. LavaSnake

    LavaSnake Post Master General

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    Then what would an asteroid do!? :eek:
  4. Raevn

    Raevn Moderator Alumni

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    PA is actually finished and there are no bugs. However, Uber are still working on a way to prevent asteroid impacts affecting the past by way of chronocam and messing everything up.
    LavaSnake likes this.
  5. masterdigital

    masterdigital Uber Alumni

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    So currently the alert system uses the existing event system, which also causes various audio/visual effects to play. Nukes are optimized to not trigger these A/V events, so they also don't trigger alerts. This is a bug in the alert system (which has an easy fix). I should be able to resolve this problem next time I am messing with the alert system (I am not sure when, but probably fairly soon).
  6. cola_colin

    cola_colin Moderator Alumni

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    Cool, that sounds good. I like it when patches just magically fix issues of my mods, can't wait.

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